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  1. #1
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Also WHM doesn't need a party buff. They just need pDPS that is equivalent to the pDPS+rDPS of the other healers. The problem is that given the nature of rDPS scaling better with gear progression it means they need to treat it like BLM and SAM and buff them throughout the raiding tiers to make up for it. Something they've severely overlooked in the past.
    (7)

  2. #2
    Player
    TonberiScholar's Avatar
    Join Date
    Jun 2015
    Posts
    56
    Character
    Esmond Sage
    World
    Siren
    Main Class
    Scholar Lv 80
    Quote Originally Posted by EaMett View Post
    The problem is that given the nature of rDPS scaling better with gear progression it means they need to treat it like BLM and SAM and buff them throughout the raiding tiers to make up for it. Something they've severely overlooked in the past.
    So much this.

    That's why, even though I'm a gigantic salt pile right now (and becoming moreso with every gloating post I see), I still think it'd be a terrible idea for them to nerf WHM's pDPS.

    It needs to be treated almost exactly like "BLM of Healers" in this case and they need to stick with it, up to and including the periodic potency increases EaMett mentioned.

    Quote Originally Posted by Billythepancake View Post
    His point, from how I understand it anyhow, isnt that they should change WHM completely, you could've added a single buff to them, ie. A debuff that raises magic vulvn by 5 percent every 2 minutes, and then they wouldn't have had to do the other healer changes they did. Whether it's intentional or not, the changes they did come off as them gutting the other two healers just to make WHM better, when in reality, all they had to do was just make WHM better. Obviously, they're not going to go back and change all that now the soonest we could expect big changes is, sadly, 6.0, the most we can hope for at this point is that they at least fix some of the issues on AST/SCH so they arent dreadful to play for 2 years.
    Yup, you said it more coherently than I did.

    A small change two years ago (even if it was just, as Billy said, like a debuff on an enemy to avoid the "don't give every healer a buff" thing) would've saved a world of trouble and probably let them avoid most of the changes they made this time around. Could even attach it to Fluid Aura (instead of the Bind).


    While I'm "what if"'ing...

    Shadowbringers White Mage - Leave it as it is in-game now, though I think getting ahead of the curve a little by buffing Misery a bit to where it's DPS-neutral on single-target would be a good idea.

    A mix between Stormblood and Shadowbringers SCH - Nerf Chain Strat, don't add Seraph, Recitation or Art of War. Keep Fey Blessing I guess. Leave Bane/manual Fairy control/Rouse/Shadowflare and keep the lower ET cooldown from ShB. Move most of Miasma II's potency from the initial hit to the DoT effect. While I'm hoping I'd also like to bring back Bio/Bio II and replace Ruin II with one of 'em, but I was a fan of HW SCH so yeah.

    A split between late Stormblood/Shadowbringers AST - Remove Royal Road and make all the cards be substat buffs: Crit/Direct Hit/Skillspeed/Spellspeed/Determination and a Tenacity/Piety combo. Adjust as necessary (meaning Crit/Direct Hit would be smaller and Det and the Ten/Piety combo would need to be huge). Remove the healing buffs from the Sects but don't nerf the Potencies on top. Leave Divination at like a 6% buff with a shorter cooldown (but at least a minute). And do...something...for Nocturnal Sect, it's kinda embarrassing.


    Those three combined would simultaneously be the closest this game's gotten to "Healer Balance" while also leaving us at the most differentiated the Healers have ever been from a playstyle perspective.

    Balance it to where AST/WHM is a higher rDPS combo basically no matter what you do and go from there. "Lots of oGCDs and Fairy" vs "absolute massive piles of added damage by Healer standards" is a far closer "competition" point than anything they've tried previously.

    Oh well.
    (6)
    Last edited by TonberiScholar; 07-24-2019 at 05:16 AM.

  3. #3
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by TonberiScholar View Post
    A split between late Stormblood/Shadowbringers AST - Remove Royal Road and make all the cards be substat buffs: Crit/Direct Hit/Skillspeed/Spellspeed/Determination and a Tenacity/Piety combo. Adjust as necessary (meaning Crit/Direct Hit would be smaller and Det and the Ten/Piety combo would need to be huge). Remove the healing buffs from the Sects but don't nerf the Potencies on top. Leave Divination at like a 6% buff with a shorter cooldown (but at least a minute). And do...something...for Nocturnal Sect, it's kinda embarrassing.
    It would be better to not remove royal road, royal road was a big part in the thought processes of the card system aside from the buffs themselves. Ewer and Bole should be left alone. Balance could be made DH and Spire Det. There is no point to make a Tenacity buff that would have to be stupidly massive to not be garbage and ONLY works on tanks when Bole was already basically a tank cooldown in and of itself that could work on DPS and healers as well as the tanks. There is also no need to make a piety buff that ONLY works on healers when Ewer already did that job but better since it does not need a huge number to make up for the weakness of the effect and could be applied to casters as well to help them with their MP issues.

    Divination frankly is uninspiring and boring, not to mention its need for the seal system is probably part of the reason the buffs were homogenized to begin with. It is better off gone since Royal Road does everything better then divination and is thought provoking.

    Oh and if you remove the sects healing boost you need to buff the potencies. The reason why the potencies feel too weak currently is because they were balanced around the existence of 15% boosted healing for using a sect. Noct would actually be useful if the 15% healing boost for using the sect was returned, even better if you cut the MP cost increase down a bit so that instead of being 10% of your MP for one shield it was closer to 6 or 7%.
    (7)